Calling the Ghostbusters


Advice


I'm playing a character that almost exclusively attacks with thrown weapons.

I don't have any class skills that open up unique weapon types, but I'm really good at throwing lots of alchemical items etc. Ghosts have always been a problem because a flying incorporeal target is hard to splash, but I recently encountered a whole new level of difficult.

In my most recent game, my party fought an incorporeal non undead elemental. This means holy water didn't work, and as far as I can tell from the rules incorporeal targets can't be hurt by non-magical weapons (everything alchemical).

What are some simple ways of gaining ghostbusting tools?

I have access to wizard and alchemist spell list, but not enough levels to really do anything with them (so scrolls and wands only). I've got almost nothing to spend my gold on.

Dark Archive

Alchemist discovery: Ectoplasmic bombs.
Pick up a ghost touch weapon as a back-up
Use a bow and apply ghost salt blanches (an alchemical item) on your arrows.
If ya want to be real snazzy, see if your GM will let you take the Ectochymist archetype and be a literal ghostbuster. Legit catching incorporeals in bottles.


Ectar wrote:

Alchemist discovery: Ectoplasmic bombs.

Pick up a ghost touch weapon as a back-up
Use a bow and apply ghost salt blanches (an alchemical item) on your arrows.
If ya want to be real snazzy, see if your GM will let you take the Ectochymist archetype and be a literal ghostbuster. Legit catching incorporeals in bottles.

I only have a level 1 bomb, so that won't really contribute much (especially since alch bombs have a reflex save on splash).

Ghost salt blanches seem like they might work, but I can only aply 1 to a given alchemichal item? Is there some rule that thrown items count as ammunition? Even with the reduced costs for crafting 66 gold (plus normal item costs) per 1d6+int is a high price to pay.


Magic Missile


Dastis wrote:
Magic Missile

This is a good spell, but first level magic missiles are only 1d4+1, so 3.5 damage average. There is a 5k staff that seems like it might be a reasonable buy at 7 damage average, but my alchemical items are scaling at ~9.5 damage per char level, so this is a pretty big step down.

Are there any craftables or magic items to enhance my splash weapons vs ghosts?


Worse damage is better than no damage.

Dark Archive

I don't think ghost salt blanches work on alchemical items; I was suggesting applying ghost salt to traditional weapons.
Would you mind posting your character build so we might be able to provide better advice?


Right now it's a alch 1 wizard 2
Alch Archetype:
Homonculist
Wizard Archetype:
School Familiar

Wizard School:
Evocation - Generation (wind servant is my primary damage source)
(Standard actions, the lesser of 1 lb or 1 attack per wizard level total 30 foot range. Thrown weapons deal no damage but alchemical items deal damage as normal).

Feats:
1 - Evolved Familiar
Human - Skill focus linguistics
3 - Orator (linguistics for diplomacy / intimidate / charisma)
5 (planned) - Xenoglosy (linguistics DC 25 to ignore language requirements for communication)

Int As high as possible
Cha 13
Con 12
Wis 10
Dex 12
Str 7

Currently I wear armor and just use non somatic spells:
Deja Vu, feather fall, blindness/deafness etc

Combat involves double wind servant casts by me and familiar for 2*wizard attacks

Normal alchemical items:
Alchemist's fire
Acid Flask
Shard Gel
Smoke Stick
Lantern Oil
Liquid Ice

Its just me as odd there there isn't an "amulet of hitting ghosts" or something like that.


Scroll of magic weapon + light crossbow

Magic arrows/bolts are fairly cheap. 40gp per arrow on the magic side. Aka cheaper than alchemy

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